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Class Game_Map

The game object for the map. It contains scrolling and passage functions along with the game interpreter.

Hierarchy

  • Game_Map

Index

Constructors

Properties

Methods

Constructors

constructor

Properties

_battleback1Name

_battleback1Name: string

_battleback2Name

_battleback2Name: string

_commonEvents

_commonEvents: Game_CommonEvent[]

_displayX

_displayX: number

_displayY

_displayY: number

_events

_events: Game_Event[]

_interpreter

_interpreter: Game_Interpreter

_mapId

_mapId: number

_nameDisplay

_nameDisplay: boolean

_needsRefresh

_needsRefresh: boolean

_parallaxLoopX

_parallaxLoopX: boolean

_parallaxLoopY

_parallaxLoopY: boolean

_parallaxName

_parallaxName: string

_parallaxSx

_parallaxSx: number

_parallaxSy

_parallaxSy: number

_parallaxX

_parallaxX: number

_parallaxY

_parallaxY: number

_parallaxZero

_parallaxZero: boolean

_scrollDirection

_scrollDirection: number

_scrollRest

_scrollRest: number

_scrollSpeed

_scrollSpeed: number

_tilesetId

_tilesetId: number

_vehicles

_vehicles: Game_Vehicle[]

Methods

adjustX

  • adjustX(x: number): number

adjustY

  • adjustY(y: number): number

airship

allTiles

  • allTiles(x: number, y: number): number[]

autoplay

  • autoplay(): void

autotileType

  • autotileType(x: number, y: number, z: number): number

battleback1Name

  • battleback1Name(): string

battleback2Name

  • battleback2Name(): string

boat

canvasToMapX

  • canvasToMapX(x: number): number

canvasToMapY

  • canvasToMapY(y: number): number

changeBattleback

  • changeBattleback(battleback1Name: string, battleback2Name: string): void

changeParallax

  • changeParallax(name: string, loopX: boolean, loopY: boolean, sx: number, sy: number): void

changeTileset

  • changeTileset(tilesetId: number): void

checkLayeredTilesFlags

  • checkLayeredTilesFlags(x: number, y: number, bit: number): boolean

checkPassage

  • checkPassage(x: number, y: number, bit: number): boolean

createVehicles

  • createVehicles(): void

data

  • data(): number[]

deltaX

  • deltaX(x1: number, x2: number): number

deltaY

  • deltaY(y1: number, y2: number): number

disableNameDisplay

  • disableNameDisplay(): void

displayName

  • displayName(): string

displayX

  • displayX(): number

displayY

  • displayY(): number

distance

  • distance(x1: number, y1: number, x2: number, y2: number): number

doScroll

  • doScroll(direction: number, distance: number): void

enableNameDisplay

  • enableNameDisplay(): void

encounterList

encounterStep

  • encounterStep(): number

eraseEvent

  • eraseEvent(eventId: number): void

event

eventIdXy

  • eventIdXy(x: number, y: number): number

events

eventsXy

eventsXyNt

height

  • height(): number

initialize

  • initialize(): void

isAirshipLandOk

  • isAirshipLandOk(x: number, y: number): boolean

isAnyEventStarting

  • isAnyEventStarting(): boolean

isBoatPassable

  • isBoatPassable(x: number, y: number): boolean

isBush

  • isBush(x: number, y: number): boolean

isCounter

  • isCounter(x: number, y: number): boolean

isDamageFloor

  • isDamageFloor(x: number, y: number): boolean

isDashDisabled

  • isDashDisabled(): boolean

isEventRunning

  • isEventRunning(): boolean

isLadder

  • isLadder(x: number, y: number): boolean
  • Returns true if the specified element at the given x and y coordinates is a ladder.

    memberof

    Game_Map

    Parameters

    • x: number
    • y: number

    Returns boolean

isLoopHorizontal

  • isLoopHorizontal(): boolean

isLoopVertical

  • isLoopVertical(): boolean

isNameDisplayEnabled

  • isNameDisplayEnabled(): boolean

isOverworld

  • isOverworld(): boolean

isPassable

  • isPassable(x: number, y: number, d: number): boolean

isScrolling

  • isScrolling(): boolean

isShipPassable

  • isShipPassable(x: number, y: number): boolean

isValid

  • isValid(x: number, y: number): boolean

layeredTiles

  • layeredTiles(x: number, y: number): number[]

mapId

  • mapId(): number

parallaxName

  • parallaxName(): string

parallaxOx

  • parallaxOx(): number

parallaxOy

  • parallaxOy(): number

parallelCommonEvents

refereshVehicles

  • refereshVehicles(): void

refresh

  • refresh(): void

refreshIfNeeded

  • refreshIfNeeded(): void

refreshTileEvents

  • refreshTileEvents(): void

regionId

  • regionId(x: number, y: number): number

requestRefresh

  • requestRefresh(mapId: number): void

roundX

  • roundX(x: number): number

roundXWithDirection

  • roundXWithDirection(x: number, d: number): number

roundY

  • roundY(y: number): number

roundYWithDirection

  • roundYWithDirection(y: number, d: number): number

screenTileX

  • screenTileX(): number

screenTileY

  • screenTileY(): number

scrollDistance

  • scrollDistance(): number

scrollDown

  • scrollDown(distance: number): void

scrollLeft

  • scrollLeft(distance: number): void

scrollRight

  • scrollRight(distance: number): void

scrollUp

  • scrollUp(distance: number): void

setDisplayPos

  • setDisplayPos(x: number, y: number): void

setup

  • setup(mapId: number): void

setupAutorunCommonEvent

  • setupAutorunCommonEvent(): boolean

setupBattleback

  • setupBattleback(): void

setupEvents

  • setupEvents(): void

setupParallax

  • setupParallax(): void

setupScroll

  • setupScroll(): void

setupStartingEvent

  • setupStartingEvent(): boolean

setupStartingMapEvent

  • setupStartingMapEvent(): boolean

setupTestEvent

  • setupTestEvent(): boolean

ship

startScroll

  • startScroll(direction: number, distance: number, speed: number): void

terrainTag

  • terrainTag(x: number, y: number): number

tileEventsXy

  • tileEventsXy(x: number, y: number): Game_Event[]

tileHeight

  • tileHeight(): number

tileId

  • tileId(x: number, y: number, z: number): number

tileWidth

  • tileWidth(): number

tileset

tilesetFlags

  • tilesetFlags(): number[]

tilesetId

  • tilesetId(): number

unlockEvent

  • unlockEvent(eventId: number): void

update

  • update(sceneActive: boolean): void

updateEvents

  • updateEvents(): void

updateInterpreter

  • updateInterpreter(): void

updateParallax

  • updateParallax(): void

updateScroll

  • updateScroll(): void

updateVehicles

  • updateVehicles(): void

vehicle

vehicles

width

  • width(): number

xWithDirection

  • xWithDirection(x: number, d: number): number

yWithDirection

  • yWithDirection(y: number, d: number): number

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